@DabDab @Fortune arguing in a forum is totally pointless guys, and I'm sure the rest of us would prefer not to read any of it. Everyone be nice and civil towards eachother please and we can all carry on making super plugins... :)

Best posts made by DanH
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RE: How can I make Vocal Remover Plugin
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Customer Feedback Lols :D
Thought I'd leave these here in case anyone also wants to post hilarious customer interactions to make us all laugh
followed by:
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RE: The definitive feature request & bug fix roadmap
Feature Request: Draggable ADHSR Envelope (like the curve EQ and Tables etc)
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RE: The definitive feature request & bug fix roadmap
Feature Request: Wavetable Synth (working!) :)
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RE: Open GL on Mac
@MikeB So you might know some of this but here is what I've done to get OpenGL working on both plugin and standalone formats:
1 - Place a Floating Tile set to Custom Settings in your project
2 - Set"GraphicRendering": true,
in the Data section
3 - Set this flag below within your project Preferences in the Extra Definitions categoriesHISE_USE_OPENGL_FOR_PLUGIN=1
So in my experience, at this point, the setting for OpenGL will not appear in the Custom Setting floating tile in HISE itself, but it will appear in your compiled plugin / standalone app. Remember to make the Customs Settings window large enough in your project to include all the settings.
Another way to set the OpenGL to be on/off in your compiled plugin/standalone is to navigate to the AppData folder and open the 'General Settings.xml' file and change the OpenGL setting as per below:
<?xml version="1.0" encoding="UTF-8"?> <GLOBAL_SETTINGS DISK_MODE="0" SCALE_FACTOR="1.5" VOICE_AMOUNT_MULTIPLIER="2" MIDI_CHANNELS="1" SAMPLES_FOUND="1" OPEN_GL="1"/>
Hope this helps. @Casey-Kolb may have more to add to this, however, as his excellent Cube plugin uses OpenGL as well :)
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RE: Starting to use HISE is one of the biggest pains in the neck I've ever had
@AudioHobbyist As @d-healey says start without IPP.
However, if you do want it later here's the last installers I downloaded last year which worked with VS2017 / XCode 10.3:
https://www.dropbox.com/sh/4gx74wg1jpfnk7r/AACkGmy8SdV-j0qsiw5VFYFza?dl=0
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RE: HISE HEAVY ON GPU PROCESSING?
@dustbro @Fortune @d-healey @Natan @Tania-Ghosh Ok so I found this thread:
https://forum.hise.audio/topic/2122/open-gl/10
@Lunacy-Audio found the setting in this doc: StandalonePopupComponents.cpp β line 128
#if !HISE_USE_OPENGL_FOR_PLUGIN properties[(int)Properties::UseOpenGL] = false; #endif
I've set it to 'true' and recompiled HISE and now I have the 'Use OpenGL' option in my CustomSettings window :)
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RE: The definitive feature request & bug fix roadmap
Feature Request:
More Filter Types, or the possibility of creating our ownNofix: Make your own with SNEX.
Latest posts made by DanH
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RE: Faust Compile Error on Windows
@Lindon said in Faust Compile Error on Windows:
@DanH Ok:
Can you build a DLL without a faust based effect included? - YES
Can you build a simple project that replicates the problem? - LINK BELOW
https://e.pcloud.link/publink/show?code=XZayWWZ9w9JdQfuvCpqx0F6Soq0c7fmWYvy
Do you think you might have a second to try it?
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RE: Faust Compile Error on Windows
@Lindon yes the paths seem correct thanks, HISE built fine as Release with Faust, says Faust Enabled in the top bar....
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Faust Compile Error on Windows
Experiencing an issue when attempting to compile my DSP Networks as a .dll - I haven't tried Faust in Windows yet but all running fine on Mac.
The files it's complaining about definitely do exist, so I wonder if there's a setting somewhere I haven't tried.
Re-saving file: D:\HALO-2 2.0.2\DspNetworks\Binaries\AutogeneratedProject.jucer Finished saving: Visual Studio 2022 Finished saving: Xcode (macOS) Finished saving: Linux Makefile Compiling 64bit HALO-2 ... MSBuild version 17.4.0+18d5aef85 for .NET Framework Main.cpp RNBO.cpp D:\HALO-2 2.0.2\DspNetworks\ThirdParty\dreverb.h(15,10): fatal error C1083: Cannot open include file: 'src/dreverb.cpp ': No such file or directory (compiling source file ..\..\Source\Main.cpp) [D:\HALO-2 2.0.2\DspNetworks\Binaries\Builds \VisualStudio2022\HALO-2_DynamicLibrary.vcxproj]
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RE: Two filters in a row, how to compensate for the signal
@Lindon you misunderstand - I mean have HISE as the FX Plugin within your DAW, so you can work on an FX Plugin project in a DAW itself - like the instrument version...
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RE: Two filters in a row, how to compensate for the signal
@d-healey ah - does this mean we can build HISE as an FX Plugin? Been wanting that for ages
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RE: Two filters in a row, how to compensate for the signal
@Christoph-Hart said in Two filters in a row, how to compensate for the signal:
You also have to set the preprocessor HISE_BACKEND_AS_FX=1 so that it compiles the HISE plugin to be used as an audio effect
Er... really?!
I've not done this on my fx plugins... Should I have done?
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RE: Encrypted Expansion & Engine.getNextUserPreset
@d-healey gotta keep banging that drum!
@Christoph-Hart was this ever on your radar?
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Encrypted Expansion & Engine.getNextUserPreset
I seem unable to use either of the next / previous Engine functions in an Encrypted Expansion. When pressed the browser will revert to the factory presets.
They work fine in a Full Expansion and in the Factory Presets.
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